*** 1.09r is scheduled for release on 12/08/2010 ***
Changes:
1. Crash fixes.
2. Mobility and Greater Mobility both cost mana to maintain now.
3. Empire War council correctly requires Armies instead of the Tools of War tech now.
4. Caravans now produce +10%/+15%/+20%/+25% gildar instead of +10%/+20%/+30%/+40%.
5. Removed the Road Warriors ability from Umber (it didn't do anything).
6. City Level Gildar bonuses reduced from +10% per level to +5% per level.
7. Added a tech requirement to the Empire Arcane temples.
8. Fixed bug from https://forums.elementalgame.com/401682, where when asking to recruit a group of NPCs, they would ask only for the gold their leader requires for recruitment, but then deduct all the units' recruitment costs, sometimes causing players to go into the red.
9. The leader of an NPC group will now include the cost of all the subunits in the cost told the player, and subunit costs are included in checks to see if the player can actually recruit them
10. Fixed bug where the recruitment cost of NPC group leaders double-counted the cost of subunits by including them in their battle rank calculation; also manifested itself in the diplomacy wnd as NPCs being more valuable if they happened to be leading an army, even though they didn't bring the army along when traded
11. Fixed a "String Not Found" when displaying the season and year a sovereign or their spouse was born in the dynasty wnd, caused by the turn number -> date code not being able to handle turns before the first turn of a game (and sovereigns and NPCs are listed as being born some years before the start of the game)
12. Fixed bug where dynasty kids were showing their grown-up portraits in the dynasty wnd while they were still babies; dynasty members will now straight return baby pictures as the crest of any child, instead of try to keep the unit type from overwriting its portrait
13. Fixed bug where arranging a marriage with one of your daughters who was leading an army would cause her subunits to all be stacked separately on the same tile when she got traded over, instead of forming an army under a new leader
14. Fixed various display bugs, and possibly multiplayer bugs, when trading NPC units stationed in a city or part of an army by having the champions automatically get moved to the capital city of their new owner (or in an army with the sovereign if they have no city) like arranging marriages already does
15. Fixed bug where you could not click on the same faction in the faction power wnd twice in a row to talk to them, because the entry thought it was still selected and would not receive the message to start talking to that civ's leader
16. Spell balancing
Touch of Entrophy dealing 30 damage (was 50 damage)Heal giving +6 hp (was +10)Arcane Arrow hitting with 50% of INT (was 75%)Spell Blast hitting with 30% of INT (was 50%)
17. Fixed an issue which defaulted all spells/abilities to be resistable (they should default to not being resistable unless specified in the XML).
18. Merchant changed from +25% gold to +10%.
19. Town Hall changed from +25% gildar production to -25% city maintenance and moved from city level 4 to 3.
20. Some NPC tweaking.
21. Kingdom catapults are no longer available for Empire.
22. Some improvements had their maintenance increased.
23. Removed spell immunity from Darklings.
24. Fixed some tech requirements on fallen armor (different parts of the same suit unlocked on different techs).
25. Adjusted weapon damage on weapons with combat speed bonuses to make them more in line with other weapons of their tier (with multipliers).
26. Adjusted damage and con reduction (down) on Sword of Wrath.
Known Issues (with 1.09q):
1. There is currently no way to target a unit in an army for a strategic spell (without breaking him out of that army, which is a pain).
2. In the design a unit screen off hand items appear black. It is because they are being lit from the wrong side.
^ what he said
One glitch, One request.
Glitch-If two towns both finish a build the same turn, they both ask to Build/Trail/cancel. You can't build the first cities build before the second city obtains focus for its build. Kind of a pain to know what town came up first, when you have 10-15 cities and several are cash cows with little building going on.
Request-Can you put a smoking waste symbol or something where my poor caravan gets attacked, after the battle. It would also help to know what town source and destination caravan was killed. I have caravans going everyway I can imagine. Suddenly one gets wasted. I have no idea which town to build out of, so I build in every town with an available caravan build. When teh builds are complete, then I have to guess which town needs the caravan route re-established.
Great jobs guys. Keep up the good work.
My only criticism is that the game is getting too fun.
Would it be possible for the unit card to update when an enemy's chance of retaliating is zero (i.e. he's out of counters)?
Better yet, though this is more of a request for patch 1.2, would be a Caravan Management page in the Ledger that shows the sources and destinations of all caravans throughout your kingdom/empire, as well as what level their roads are at and such. It could be sorted by each city, which would also illustrate how many caravan slots are left for that city.
Okay, it looks like all the weapons the AI fields for his champions, sovereign and children are sword of wraths (which hurt a freaking lot).
I wouldn't mind the overpower-ness of those swords if I saw one, maybe two, every game. But it feels like everyone and their dogs has one now.
Well the magic nerfing is great, although I still reckon that Heal ought to be INT based. The high amount of Gildar reduction seems scary to me, but I'll see how it works out before I can really judge it.
Everything else is unquestionably good.
Instead of reducing the damage of Arcane Arrow and Spell Blast it would be better to look why these spells are very good. The reason is that these spells WERE the only ones with a very good damage scaling. Instead of reducing their damage the other spells should get the same amount of damage scaling to make them useful or the HP scaling should be reduced.
I think it is a mistake to have a system where some parts are scaling with the level and some parts are not scaling with the level, because spells like Heal are very good at the early game, but less powerful in the late game, because they do not scale with the level, but the HP scale with the level.
I am amazed by the speed of these fixes. Keep it up Stardock!!!
I patched the game and started a new map.
- the heal spell heals still +10 HP. You can check it here, if you want. http://dl.dropbox.com/u/12734598/spell%20test.EleSav
- i did not test arcane arrow, but in the hiergamenon it is still 75% casters int.
- same with town hall. But I just looked in the hiergamenon. For both.... it can be that they work as intended, but description is wrong.
lantros, I had started a new game in 1.09r and had used arcane arrow in one of the battles, and it did .5 casters int as damage, and my heal also showed up as 6 heal, but I would feel it to be a bit better if it healed at .3 x int instead of a flat 6 health.
harpo
But the game is patched (1.09r) and i tried it again. New map, new sov., but the spell heals +10HP.....hmm
Bug: The music bug is still in. Eventually when playing the game, the music from an event will keep on going forever. The queues for new events and whatever all get ignored. So that means that if you hit escape, it starts playing the Elemental theme, then switch back tot he game, it keeps playing forever. Sound effects don't seem to be affected. I usually turn off the music at this point.
Bug: Disappearing Traveler's boots: This causes the boots which are situated at the bottom of the list to be removed. I can only buy them at a newer city for some reason. Not sure why I can't buy them anymore at my capitol.
Feature Request: I'd like to be able to view the equipment of a new NPC by clicking on the equip button under their picture so I can see what they have, not have to click into the story screen and THEN click equip.
The game is coming along nicely. Several hours were burned last night checking out the new game. Keep up the great work.
Omg, no AI changes, awesome. Do you know that AI does not build new cities (1 new city per 1000 turns)? Does someone in Stardock make AI tests?
update... i deinstalled/reinstalled the game. Now everythings works fine. Forget my posts....
lantros, when updating I use the remove show beta, verify elemental install, update elemental to 1.09e then set show beta, check for updates on elemental, and update, then delete all folders other than map in the my games/elemental folder, then start elemental, re-create the custom race and sov, then exit and load elemental again and play a game to test.
Thx harpo. I´ll try next patch.
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